feedback1 integrate: WN 灼热/炽焰源石虫 models (local overlay, tinted alias); 暴鸰 bomb drop
# Conflicts: # docs/SIM.md # public/js/render/app.js # public/js/render/spine.js # public/js/render/units.js # server/sim/content/enemies.js # server/sim/snapshot.js
This commit is contained in:
commit
4b15919185
26 files changed
+1383
-90
No files matched your search
+24
-14
@@ -6,8 +6,10 @@
|
||||
//
|
||||
// Driving (units.js calls these; the sim is authoritative, the actor only visualises):
|
||||
// setBase('idle'|'move'|'stun') the resting state from the snapshot anim code
|
||||
// attack(interval) one attack happened now (b.ev 'atk'): plays begin→loop, re-phases the loop
|
||||
// so its OnAttack frame lands now, timeScale = loopDuration / interval
|
||||
// attack(interval, once) one attack happened now (b.ev 'atk'): plays begin→loop, re-phases the loop
|
||||
// so its OnAttack frame lands now, timeScale = loopDuration / interval;
|
||||
// `once` (a one-off cast, style.js PROJ[kind].once — 暴鸰's bomb drop): the
|
||||
// clip plays once at its own speed, then base
|
||||
// setSkill(on) skill begin→loop while active (skill idle replaces idle), end on stop
|
||||
// deploy() 'Start' once, then base
|
||||
// die() die clip once (callers fade out afterwards)
|
||||
@@ -17,7 +19,8 @@
|
||||
// closing clip timed to end `in` s from now (a 重生's last clip ends with the
|
||||
// 重生), landing in `roles`
|
||||
// update(dt) advances the skeleton (autoUpdate is off: one clock for everything)
|
||||
// Attack mode lasts until ~1.4 attack intervals without a new attack, then the end clip (if any) and base.
|
||||
// Attack mode lasts until ~1.4 attack intervals without a new attack (a `once` cast: to the end of its clip), then the
|
||||
// end clip (if any) and base.
|
||||
|
||||
const clampN = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
|
||||
|
||||
@@ -229,42 +232,49 @@ export class SpineActor {
|
||||
* clip from its wind-up so the strike frame lands when the attack event is rendered. Returns true once started;
|
||||
* false when it is still too early (call again next frame) or there is nothing to wind up.
|
||||
*/
|
||||
windUp(interval, lead) {
|
||||
windUp(interval, lead, once = false) {
|
||||
if (this.dead || this.mode === 'stun' || this.mode === 'die' || this.mode === 'change' || !(lead >= 0)) return false;
|
||||
const clip = this._attackClip();
|
||||
if (!clip) return false;
|
||||
if (this.mode === 'attack' && this.current === clip.loop) return false; // in rhythm: attack() re-phases
|
||||
const iv = clampN(Number.isFinite(interval) && interval > 0 ? interval : this.interval, 0.08, 8);
|
||||
const loopDur = this.dur(clip.loop);
|
||||
// a one-off cast plays at the clip's own speed (one loop per clip length), whatever the attack rhythm
|
||||
const iv = once ? loopDur : clampN(Number.isFinite(interval) && interval > 0 ? interval : this.interval, 0.08, 8);
|
||||
const hit = this._hitTime(clip.loop, loopDur);
|
||||
const plan = windUpPlan(loopDur, hit, iv, lead);
|
||||
if (!(hit > 0) || lead * plan.ts > hit + 1e-6) return false;
|
||||
this.interval = iv;
|
||||
if (!once) this.interval = iv;
|
||||
this.mode = 'attack';
|
||||
this.attackUntil = this.clock + lead + Math.max(0.45, iv * 1.4);
|
||||
this._play(clip.loop, true, { timeScale: plan.tsWind, start: plan.start, mix: 0.06 });
|
||||
this.attackUntil = this.clock + lead + (once ? Math.max(0, loopDur - hit) / plan.ts : Math.max(0.45, iv * 1.4));
|
||||
this._play(clip.loop, !once, { timeScale: plan.tsWind, start: plan.start, mix: 0.06 });
|
||||
this.windTs = plan.ts;
|
||||
this.windUntil = this.clock + lead;
|
||||
return true;
|
||||
}
|
||||
|
||||
/** An attack happened now. `interval` = seconds between attacks (game time already scaled to real). */
|
||||
attack(interval) {
|
||||
/**
|
||||
* An attack happened now. `interval` = seconds between attacks (game time already scaled to real); `once` = a one-off
|
||||
* cast (no rhythm): the clip plays once at its own speed from its strike frame, then the resting state.
|
||||
*/
|
||||
attack(interval, once = false) {
|
||||
if (this.dead || this.mode === 'stun' || this.mode === 'die' || this.mode === 'change') return; // a form change plays out
|
||||
this.interval = clampN(Number.isFinite(interval) && interval > 0 ? interval : this.interval, 0.08, 8);
|
||||
if (!once) this.interval = clampN(Number.isFinite(interval) && interval > 0 ? interval : this.interval, 0.08, 8);
|
||||
const clip = this._attackClip();
|
||||
if (!clip) return;
|
||||
const loopDur = this.dur(clip.loop);
|
||||
const ts = clampN(loopDur / this.interval, 0.35, 4);
|
||||
const ts = once ? 1 : clampN(loopDur / this.interval, 0.35, 4);
|
||||
const hit = this._hitTime(clip.loop, loopDur);
|
||||
const wasAttacking = this.mode === 'attack' && this.current === clip.loop;
|
||||
this.mode = 'attack';
|
||||
this.attackUntil = this.clock + Math.max(0.45, this.interval * 1.4);
|
||||
this.attackUntil = this.clock + (once ? Math.max(0, loopDur - hit) / ts : Math.max(0.45, this.interval * 1.4));
|
||||
this.windUntil = null;
|
||||
if (!wasAttacking) {
|
||||
// not wound up (no look-ahead, e.g. a batch that arrived late): the sim already resolved the hit, so show
|
||||
// the strike frame now
|
||||
this._play(clip.loop, true, { timeScale: ts, start: hit, mix: 0.06 });
|
||||
this._play(clip.loop, !once, { timeScale: ts, start: hit, mix: 0.06 });
|
||||
} else if (once) {
|
||||
const e = this.spine.state.tracks[0];
|
||||
if (e) e.timeScale = ts;
|
||||
} else {
|
||||
const e = this.spine.state.tracks[0];
|
||||
if (e) {
|
||||
|
||||
Reference in new issue
Block a user